Powers for Zero Uhlit
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Melee Basic Attack
Melee weapon
Target one creature
You resort to the simple attack you learned when you first picked up a melee weapon.
Keywords: Weapon
Attack: Strength vs AC
Hit: 1W + Str modifier (+1) damage.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Ranged Basic Attack
Ranged weapon
Target one creature
You resort to the simple attack you learned when you first picked up a ranged weapon.
Keywords: Weapon
Attack: Dexterity vs AC
Hit: 1W + Dex modifier (+3) damage.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Gloaming Cut
Melee or Ranged weapon
Target one creature
From the shadows you strike, and into the shadows you flee.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: 1W damage.
Effect: You shift 2 squares and you can make a Stealth check to become hidden.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
Additional Effects: +2 to damage rolls against a creature you're hidden from (Silent Shot Student).
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Preparatory Shot
Ranged weapon
Target one creature
You feint and nick the target, inhibiting its movement to set up an even deadlier attack.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: Dex modifier (+3) + Int modifier (+2) damage, and the target grants combat advantage to until the end of your next turn.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Sly Flourish
Melee or Ranged weapon
Target one creature
You use a distracting flourish with your off hand to land a solid blow.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: 1W + Dex modifier (+3) + Cha modifier (+2) damage.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Unbalancing Shot
Ranged weapon
Target one creature
The impact of your shot leaves your enemy wobbly.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: 2W + Dex modifier (+3) damage, and the target is slowed until the end of your next turn.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Fleeting Spirit Strike
Melee or Ranged weapon
Target one creature
You dart from shadow to shadow, striking out along the way.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you shift 3 squares. After the shift, you can make a Stealth check to become hidden.
Attack: Dexterity vs AC
Hit: 2W + Dex modifier (+3) damage.
Effect: After the attack, you shift 3 squares. After the shift, you can make a Stealth check to become hidden.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Rogue's Luck
Melee or Ranged weapon
Target one creature
You turn an initial failed attack into a successful counterattack.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: 2W + Dex modifier (+3) damage.
Miss: Make the secondary attack vs the target.
Secondary Attack: Dexterity vs AC
Hit: 1W + Dex modifier (+3) damage.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Confounding Attack
Melee or Ranged weapon
Target one creature
Your attack causes your opponent to accidentally wallop his ally.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs AC
Hit: 2W + Dex modifier (+3) damage.
Effect: As a free action, the target makes a melee basic attack against a creature of your choice adjacent to it. If you or the target has combat advantage against the creature and you haven't dealt your Sneak Attack damage during this round, you can deal your Sneak Attack damage against the creature.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Bloodbath
Melee or Ranged weapon
Target one creature
You slice you foe's artery, infliciting a gushing wound.
Keywords: Martial, Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs Fortitude
Hit: 1W + Dex modifier (+3) damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (Save Ends).
Miss: 1W + Dex modifier (+3) damage.
Additional Effects: +2d8 to damage once per turn (Sneak Attack).
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Fleeting Ghost
You are stealthy and fleet of foot at the same time.
Keywords: Martial
Pre-requisite: You must be trained in Stealth.
Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide.
Additional Effects: none.
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Chameleon
You blend into your surroundings.
Keywords: Martial
Pre-requisite: You must be trained in Stealth.
Trigger: You are hidden and lose cover or concealment against an enemy.
Effect: You make a Stealth check. If your check beats the triggering enemy's passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any cover or concealment.
Additional Effects: none.